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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Hiver Swarm - V1.1.5 - 01/02/25  (Read 331160 times)

Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #690 on: November 24, 2024, 11:19:04 AM »

they may not be supposed to trade with others, but it's probable that using Nex's start option to flatten reputations, which also allows those reputations to become friendly, may be allowing trade. I had those bugs friendly for the longest time in my save, and they were often sending trade fleets to pick up fuel and supplies from me.
...then they started attacking factions I wanted to protect, so I had to put on my stomping boots.
Interesting observation, I had not considered starting with flat relations and how that ineracts with the code I have to prevent factions from going above neutral. I do know that there was a mod where you could turn in prisoners for rep that jumped the rep gain so high that it bypassed neutral so maybe if the flat relations set it already above neutral then my code will not work. I'll have to test that after the holidays as I will be away from my comp so much until Janurary I cannot put my time toward my mods unless its a critical issue.

Thank you for taking the time to post this as it opens my eyes to a possibility I had not considered. I so look forward to player input as I am a solo act and anything that makes my mods better benefits anyone who uses them.

EnigmaniteZ

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #691 on: November 24, 2024, 11:26:44 AM »

aye.

other thing that just popped into my head: nex also has a 5-year cease fire start setting that prevents factions starting wars during that period
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Asd90275

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #692 on: November 24, 2024, 08:42:53 PM »

Well they do not trade with others but I get your meaning. Oh I have tried so many times to get thier markets off the list. I asked if the author of STELNET could collabotate and they said they would add a feature to the mod but it has been incative for quite some time now with no updates. I even reached out to Alex and he was unable to help. Essentially, you can make non-playable factions that will not show up on the market list like Ordo or Agni but they cannot invade/colonize/trade. The issue is that for Hivers to invade and colonize, I had to set them up as a playable faction. An unfortuante side effect is they are on the market like any other playable faction.

So to sum up, Alex has stated quite firmly that this is an open sandbox game and he would not make it into a 4x. Nexerelin does a great job of making it a faux 4x but I have to work within the code structure of the game and that mod and neither allow for what you are asking. Oh I do wish I could becasue I find it annoying as well.
[/quote]

Wow that's a bummer. Thought it wouldve been simple to have a hivemind do invasions but i guess reality is different. I do hope you find a solution one day as I do like the foreign enemy concept of this mod.

One question. Will you eventually do some event / quest related stuff with the Hiver faction?
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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #693 on: November 24, 2024, 10:30:47 PM »

Wow that's a bummer. Thought it wouldve been simple to have a hivemind do invasions but i guess reality is different. I do hope you find a solution one day as I do like the foreign enemy concept of this mod.
I did what I could between what the game allows and my limited skill. I will give it another go when I can but at this point nothing comes to mind that I have not already tried.
One question. Will you eventually do some event / quest related stuff with the Hiver faction?
I do enjoy lore and story content and I am always looking for mods that add that so I do understand your request. Currently the mod relies on the tasks that Nexerelin gives the player to go and fight them but admittlty it is nothing special vs what it gives to any other playable faction. I am unsure what I could pull off but I'll give it a long think over the holiday break.

Thank you for your commentary.

wraithyouth

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #694 on: December 10, 2024, 08:12:32 PM »

Blew up an Emperor at point blank range and exploded my battlecruiser through its shields from < half flux with over 10k hull and heavy armor. Wow, that's a big explosion!
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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #695 on: December 11, 2024, 12:24:27 AM »

Good morning wraithyouth,
Blew up an Emperor at point blank range and exploded my battlecruiser through its shields from < half flux with over 10k hull and heavy armor. Wow, that's a big explosion!
Hivers favor the Queen as thier largest deployable and the Emperor is an uncommon spawn in thier fleets as it is thier top-tier dangerous ship. So if you see one don't try giving it a smootch, RUN! :)

Enjoy!

EnigmaniteZ

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #696 on: December 27, 2024, 09:44:49 PM »

using unthemed weapons pack, equipping Ommatidia makes the total weapon flux display break and be stuck at zero regardless of what else you use. purely visual, thankfully. I brought it up with them, but now to bring it up here:

I looked over the weapon's stats and it does not appear to be using the right ones. Since it is classed as a beam weapon, it should be using damage/second rather than damage/shot, and energy/second rather than energy/shot.

currently the thing has no flux cost or damage, and has that particular bug with unthemed weapons' stats display code.
If you want to keep it as fluxless and damageless, probably can just use zeroes...but leaving those blank is not recommended.
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Also known as: Khe, Kherae. Pros: tend to be an optimizer and a fixer. Cons: ADD (Is that a squirrel over there?) and severe memory issues (as in: I'm the last 10+ years)

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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #697 on: December 28, 2024, 06:32:09 AM »

using unthemed weapons pack, equipping Ommatidia makes the total weapon flux display break and be stuck at zero regardless of what else you use. purely visual, thankfully. I brought it up with them, but now to bring it up here:

I looked over the weapon's stats and it does not appear to be using the right ones. Since it is classed as a beam weapon, it should be using damage/second rather than damage/shot, and energy/second rather than energy/shot.

currently the thing has no flux cost or damage, and has that particular bug with unthemed weapons' stats display code.
If you want to keep it as fluxless and damageless, probably can just use zeroes...but leaving those blank is not recommended.
Hello there EnigmaniteZ thank you for inquiring. The Ommatidia is a zero flux extremy low range minimal damage EMP weapon that I added as a "trophy" and not a serious weapon for player use. It's purpose is to give the ships "eyes" and to give the player a weapon drop that sells for a substantial amount to make fighting them less of a credit drain.

I looked over the data that I have in weapon_data.csv and I see your concern. I can certainly make it a beam weapon in a future update. I should have some time after the 1st since my r/l time frees up after the holidays but I do have a backlog of mod updates so it may take a minute. 

float

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #698 on: December 28, 2024, 10:50:57 AM »

I believe the issue is that you have set "specClass" as "beam" in Hiver_eyeball.wpn, which means it's expecting beam data in its corresponding weapon_data.csv entry. Damage/second and flux/second are used for beams exclusively, while damage/shot and flux/shot are used for everything else. Using damage/shot and flux/shot for weapons classed as beam will result in that data not being read at all, which is why the weapon in question doesn't actually do any damage or cost any flux to use.
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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #699 on: December 28, 2024, 01:03:25 PM »

I believe the issue is that you have set "specClass" as "beam" in Hiver_eyeball.wpn, which means it's expecting beam data in its corresponding weapon_data.csv entry. Damage/second and flux/second are used for beams exclusively, while damage/shot and flux/shot are used for everything else. Using damage/shot and flux/shot for weapons classed as beam will result in that data not being read at all, which is why the weapon in question doesn't actually do any damage or cost any flux to use.
Thank you for your input. When I added this weapon I was not really looking at it as a balanced usable item. In the next update I will adjust it accordangly based on your and EnigmaniteZ submitted information.

EnigmaniteZ

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #700 on: December 29, 2024, 04:10:42 AM »

honestly only noticed the issue because I used 'em on one of my ships. looks funny. and I didn't really have anything else to go there. so...I equipped the thing that looked funny.  ;D
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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.4 - 09/10/24
« Reply #701 on: December 29, 2024, 05:15:27 AM »

honestly only noticed the issue because I used 'em on one of my ships. looks funny. and I didn't really have anything else to go there. so...I equipped the thing that looked funny.  ;D
Well if it brought you joy then mission accomplished :)

Dazs

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Re: [0.97a] Hiver Swarm - V1.1.5 - 01/02/25
« Reply #702 on: January 02, 2025, 12:54:02 PM »

v1.1.5 released today - Save compatible
   -Added the autofighter tag to all Hiver drones and adjusted the descriptions slightly - TY Maritusa for reaching out on discord
   -Ommatidia: changed the flux/shot to flux/sec to properly match the weapon's specClass - TY EnigmaniteZ for pointing it out and float for your input

@ymarsakar I attempted to implement some changes to thier economy that you were able to do in Devmode but after several tries I could not do it. I am glad you found a way to tailor the mod to your needs though.

Enjoy!

KalHirol

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Re: [0.97a] Hiver Swarm - V1.1.5 - 01/02/25
« Reply #703 on: January 15, 2025, 11:57:51 PM »


So i ve been using this mod in my last nexrellin game, so far using the easier settings.
Also using the mechanical replacement skins because REASONS.  :-X

So far I can say this is a worthy addition to the game if you enjoy endgame challenges.
In my game I think Hiver has actually been a little bit weak (which is because i enabled the easier mode),
actually losing 1-2 planets to the Imperium and the Persian League.
But in the endgame they were still the strongest faction with 8 heavy industries :O 

I think its cool that you cannot recover their ships and their equipment is rare,
tho i have found some of their missiles really useful (the one that shoots at 5k range with unlimited ammo im actually using on my flagship)
and their fighters seem to be on a similar power level as remnant (non flash) fighters.

The fights can be interesting, regenerating hull sounds like cheating to me, but thats the whole point of this faction I guess  8)
Tho I found they have a really hard time dealing with burst damage from phase ships,
I have killed an entire fleet of theirs just by using 1 Herbinger (from PMM) Phase Cruiser with Phase Coil  8)
But that is also true for many vanilla factions.

They have definitely shown the Hegemony and such whats what on several occasions, actually conquering some core worlds (tho most of them got decivilized eventually).
I will definitely try this mod again with harder settings to see what that is about.

Death Death Death Death Death Lunch Death Death Death.
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Dazs

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Re: [0.97a] Hiver Swarm - V1.1.5 - 01/02/25
« Reply #704 on: January 16, 2025, 06:34:45 AM »


So i ve been using this mod in my last nexrellin game, so far using the easier settings.
Also using the mechanical replacement skins because REASONS.  :-X
YOU again, can't a guy get some rest lol :) I made that pack as a request from a player that wanted to try this mod but suffered from entomophobia and just couldn’t use it. I put allot of work into making them mechanical looking but keeping the aesthetic of being designed by insects and I happy to hear you enjoy them.
So far I can say this is a worthy addition to the game if you enjoy endgame challenges.
In my game I think Hiver has actually been a little bit weak (which is because i enabled the easier mode),
actually losing 1-2 planets to the Imperium and the Persian League.
But in the endgame they were still the strongest faction with 8 heavy industries :O 
I made this mod with so many optional accommodations that I am always happy to hear from someone who uses them. Now try them as insects and regular hard mode and get back to me about how easy they are :) jk.
I think its cool that you cannot recover their ships and their equipment is rare,
tho i have found some of their missiles really useful (the one that shoots at 5k range with unlimited ammo im actually using on my flagship)
and their fighters seem to be on a similar power level as remnant (non flash) fighters.
I tried to balance their assets to above vanilla but just below Ordo/Dorito.
The fights can be interesting, regenerating hull sounds like cheating to me, but thats the whole point of this faction I guess  8)
Tho I found they have a really hard time dealing with burst damage from phase ships,
I have killed an entire fleet of theirs just by using 1 Herbinger (from PMM) Phase Cruiser with Phase Coil  8)
But that is also true for many vanilla factions.
Well they are beatable, you just have to use different tactics and that is one I had not considered. You keep on sneaky sneaking and swat those bugs!
They have definitely shown the Hegemony and such whats what on several occasions, actually conquering some core worlds (tho most of them got decivilized eventually).
I will definitely try this mod again with harder settings to see what that is about.
See above  8)
Death Death Death Death Death Lunch Death Death Death.
An alien threat has risen from beyond the abyss, a swarm so vast that it blots out the stars. This horror fights neither for power nor territory, but rather to feed a hunger so insatiable that it will eventually devour the entire galaxy. But remember this: they can bleed, and they can die.
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